Yeah, I went back and tried it. I can't believe that didn't occur to me. Teaches me something about signposting, though. haha
SilverKnightGG
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The art was nice, actually. No need to sell yourself short on that.
The wolf got stuck immediately on a wall when I first started, but it unstuck and never got stuck again. The way it got stuck was funny. I jumped, and it just hung in the air for a bit before I moved it away from the wall and it unstuck.
I didn't do very well playing this. Being left-handed, my coordination for a game like this not using a controller is basically non-existent, but it looks like it's pretty fun to play.
The art and overall presentation are the greatest strengths here. The gameplay was awkward. Not being able to click and hold down the mouse to keep moving toward it felt odd. Other than that, it was pretty nice. Not sure if intended, but it's possible to just keep playing past the 'win' as long as the restart button isn't hit.
So... I get where this is going, but... If you're going to have a player do some repetitive task to reach a goal, it helps if that task is not relatively monotonous retreading of the same area over and over while doing basically nothing else and seeing no end in sight. Even the redness seemed to stop getting redder after a while. I took this to mean I was 'ready', because there's literally no other indication whatsoever. perhaps the note changing every once-in-a-while might even be enough. I'm not sure.
This seems like it could be molded into a fun concept, but it's just not quite there yet, sorry.
The music, atmosphere and controls were all the best parts, and fit very well for what you are trying to do here, though.
Sweet you found the bug easter egg at the end! That wont happen every time, but when it happened while I was testing, I HAD to leave it in. It was too funny. It's actually trivially easy to fix, but my heart wouldn't let me do it. :P
That growing animation is a texture in a Line2D with its points animated with keyframes in an AnimationPlayer, in case you're curious.
I intentionally built this version to use the page as its load/unload this time around. You can always hit escape to jump back to the starting screen at any time. Cheers.
Rather fun and addictive.
I for some reason got a LOT of slowdown at odd times, especially when the vertical beams for that first boss appeared the first time, and right as I died the game just slowed to a speed of like 2 fps or something. I suspected there might be some intentionally bullet-time stuff in the game, but those two occurrences felt odd.
Other than that, this is a solid (if relatively simple) twin-stick shooter with the fanciness dialed up.
I think there's a version of this that gives some hint like a riddle to help the player just a bit. Something that gives very loose shape or form hinting in its solution. Aside from that, this plays solidly. I liked the touch of how the needle works. I could suggest using a tween with easing for it would make its follow of the mouse cursor look buttery-smooth, that is if it's being rotated rather than using different frames for each angle.
If you're ever interested in a collab on a jam, let me know!
Solid clicker here. No notes.
Notes:
I lied, i have notes.
The aesthetic is my favorite part. I adore retro pixel 'dark background' games for some reason.
The starts on the actual background could have been perhaps dulled just a bit to allow the ones that need to be clicked to pop out.
My carpal tunnel flared up while playing: -1 point. :P
Enjoyable controls and game concept, but I never made it past the astral projection part. It seems to not actually provide anything that helps. Wondered around a bit in the 'ghost' form. Followed the dotted line, and even just meandered around. Hitting shift again always took me right back to where I started 'projecting' from. I couldn't see anything else to do. I do really like games like these, but I am 'dumb' when it comes to modern or even retro platformers and the commonly understood things in them. So, it might just be there's something assumed about what the player will know to do here that I don't know.
This was rather addictive, I have to say. I really want to suggest improvements, but every time I think of one, it occurs to me that it would change too much about the game that's important. The split attention part of the game was hard, but not impossible to overcome. However, dodging while managing the blocks did get kind of insane. I also didn't realize collecting too many in storage would cause damage. Even though for most of the time I didn't know what I was even doing, it was still a lot of fun to play, and I figured it out eventually.
Yeah, I would love to know why this happens for embedded games on Itch. My builds for desktop and the game in the editor do not do this. It seems to have something to do with exporting for web, or with embedding here. I have not figured it out yet. Thanks for taking a look. Yeah, this game ended up being mostly a demo of what we can do with shaders and music and my own simple ad-hoc physics that I wrote.
Before I even try this, I have to say, I'm super jealous. I didn't think I'd be able to pull off a game of this genre, myself, so I haven't really given it a shot yet. I'm a big Godot-dedicated dev, and so far I've limited myself to much smaller games. It would be awesome to work on something like this at some point, though. Congratz on having the chutzpah to take this project on. I'm looking forward to trying it out and giving feedback!
Nice. I gave it a shot. It seems like you have the basic combat system working okay. Hit me up if you want some tips, or hop on over to the gdquest discord and ask there. Lots of helpful folks answer questions every day. You'll probably run into me there, too. One of my hobbies is helping out Godot learners!
I like calligraphy, too. I just have trouble with reading it that I didn't have when I was younger. My eyesight is fine, but my brain just starts getting lost when fonts are too small or the kerning/style makes the glyphs harder to quickly distinguish. At least you didn't squish the lines together vertically like some typing tests do with their paragraphs of text. I can't handle those at all. lol
Thanks for trying it out. Sorry for the late reply. I honestly wasn't sure those little pieces were such a great idea. I could have given them shadows, but I was sort of worried about having that many shadow-enabled objects on screen at a time (since the headlights required having four active sources at once for how they were casting shadows). I originally had the room basically pitch black, but the colors ended up much more washed-out in the lights than I liked, so I left the room just very dim, instead.
Those dogs are quirky. They abuse a sort of side-effect of physics layer shenanigans. As a result, some weird behavior will emerge under the right (or wrong) circumstances. You can sometimes swing them around. I knew about this quirk a long time ago, and deliberately used it here, because I was hoping it would make people laugh. I'm thinking it just doesn't get a chance to happen that often, though. Try letting the dog "bite" for a half-sec of sitting still, and then turn in place. Sometimes they will "stick" to the collision point, and you can swing them around the bot. My intent was for that to simulate them sinking their teeth in and not letting go in a funny way.



